Primal Gladiator: Warlords Season 1 (New)Primal Gladiator: Warlords Season 1End Warlords PvP season 1 in the top 0.1% of the arena ladder (requires 50 games won in Warlords Season 1). Title Reward: Primal Gladiator.

Item - Death Knight T17 Unholy 2P BonusIncreases the damage bonus of your Ghoul while under Dark Transformation by 10%.When Soul Reaper deals its bonus damage to a target, you gain 3 stacks of Shadow Infusion.

Item - Death Knight T17 Unholy 4P BonusScourge Strike deals its shadow damage a second time at 50% of normal damage. When you activate Dark Transformation, 3 of your runes are automatically refreshed as Death Runes.

Item - Druid T17 Feral 4P Bonus While Berserk is active, special attacks cause a Gushing Wound on the target. Gushing Wound deals 15% of the damage of the special attackdeal an additional 15% bleed damage to the target over until cancelled.

Item - Mage T17 Arcane 2P Bonus After using Evocation, you gain the Arcane Affinity. Arcane Affinity reduces the cast time and mana cost of Arcane Blast is reduced by 10% for until cancelled.

Item - Mage T17 Arcane 4P Bonus When you gain an Arcane Charge, you have a chance to gain the Arcane Instability effect. Arcane Instability increasesincrease the number of missiles your next Arcane Missiles will fire by 10.5.

Item - Mage T17 Fire 4P Bonus When Hot Streak activates, you have a 100% chance to gain the Pyromaniac effect. Pyromaniac causescause all Pyroblasts to have no cast time and be guaranteed critical strikes for until cancelled.6 sec.

Item - Mage T17 Frost 4P Bonus Each Ice Lance cast while Frozen Orb is active generates one stack of Ice Shards. When Frozen Orb ends, each application of Ice Shards reduces the cast time of Frostbolt by 25%5% and increases the damage of Frostbolt by 30%. 5% for 10 sec.

Item - Paladin T17 Holy 2P Bonus When you cast Light of Dawn, you gain Lawful Words, which lets you cast a free Word of Glory as though they were cast with 3 Holy Power.have a 25% chance to also be able to cast a free 3 Holy Power Word of Glory.

Item - Paladin T17 Holy 4P Bonus When you cast Word of Glory, you gain Light's Favor, which lets you cast a free Light of Dawn at 10% effectiveness. have a 25% chance to be able to cast a free 3 Holy Power Light of Dawn.

Item - Paladin T17 Retribution 2P BonusUsing Templar's Verdict or Divine StormSpending Holy Power has a 30% chance to empower you with Crusader's Fury. Crusader's Fury allowsallow the use of Hammer of Wrath regardless of your target's current health.

Item - Priest T17 Holy 4P BonusHeal has a 10% chance to imbue you with Spiritual Vigor. Spiritual Vigor increases your spirit by 10% for 10 sec.When Prayer of Mending heals a target, you have a 40% chance to gain a stack of Serendipity.

Item - Priest T17 Shadow 2P BonusMind Blast deals an additional 10% of its damage over until cancelled to the target.Consuming Shadow Orbs resets the cooldown of Mind Blast.

Item - Rogue T17 Combat 4P BonusWhen you use a finishing move, there is a 25% chance to gain the Deceit effect. Deceit generates 5 combo points instantly and causesYour finishing moves have a 25% chance to generate 5 combo points and cause your next Eviscerate to consume no Energy.

Item - Shaman T17 Restoration 4P BonusHeal has a 10% chance to grant you the Harmony of the Elements effect. Harmony of the Elements increases your spirit by 10% for 10 sec.When you gain Tidal Waves, you have a 10% chance to reduce the mana cost of Chain Heal by 75 for 10 sec.

Item - Warlock T17 Demonology 4P BonusShadowboltHand of Gul'dan has a 50% chance empower your inner demon, temporarily bringing your Metamorphosis form out even while you are not transformed.

Item - Warlock T17 Destruction 4P Bonus When a Burning Ember is filled up, you have a 25% chance to get a Chaotic Infusion. Chaotic Infusion reducesreduce the cast time of Chaos Bolt by 50% and causescause Chaos Bolt to consume no Burning Embers when cast.

Cyclone Tosses the enemy target into the air, preventing all actiondisorienting them but making them invulnerable for up to 6 sec. Only one target can be affected by your Cyclone at a time. 7.5% of Base Mana. 20 yd range. 1.7 sec cast.

Freezing Trap Place a frost trap that freezes the first enemy that approaches, preventing all actionincapacitating them for up to 60 sec. Any damage caused will break the ice. Only one target can be Freezing Trapped at a time. Trap will exist for 60 sec. Frost Trap. Instant. 30 sec cooldown.

Divine Star tooltip no longer notes that the spell can be cast while moving.

Divine Star tooltip no longer notes that the spell can be cast while moving.

Talents

Clarity of Purpose Heals an ally for [ 1 + 492.4% of Spell Power 1;], increased by up to 100%, based on how injured the target is. Also heals up to 5 injured allies within 10 yards of the target for the same amount. Replaces Prayer of Healing. Priest - LvL 100 Talent. 5.7% of Base Mana. 40 yd range. 2.5 sec cast.

Anticipation When one of your attacks generates a combo point on a target that already haswhile you already have 5 combo points, you gain an Anticipation charge, up to a maximum of 5. When you perform an offensive finishing move on an enemy, any Anticipation charges are consumed to grant you an equal number of combo points on that target. Rogue - LvL 90 Talent.Performing an offensive finishing move consumes all Anticipation charges and grants you a combo point for each. Rogue - LvL 90 Talent.

Cheat DeathAn attack that would otherwise be fatal will instead reduce you to no less thanFatal attacks instead reduce you to 7% of your maximum health, and damage taken will be reduced by 85% for 3 sec. This effect cannot occur moreFor 3 sec afterward, you take 85% reduced damage. Cannot trigger more often than once per 90 seconds. Rogue - LvL 45 Talent.

Cloak and DaggerYour Ambush, Garrote, and Cheap Shot abilities can now be used from 40 yards away, and will cause you to appearAmbush, Garrote, and Cheap Shot have a 40 yard range, and cause you to teleport behind your target. Rogue - LvL 60 Talent.

Combat ReadinessEnter into a state of heightened awareness, deflecting enemy weapon strikes with increasing effectiveness. Successive attacksEnter a state of heightened defensive awareness. Each successive weapon attack will deal 10% less damage per application, stacking 5 times. Lasts for 20 sec, but if 10 sec elapse without any incoming weapon strikes, this state will endstacking 5 times. Lasts 20 sec or until not attacked with weapons for 10 sec. Rogue - LvL 30 Talent. Instant. 2 min cooldown.

Nerve StrikeA successful Kidney Shot or Cheap Shot also reduces theKidney Shot and Cheap Shot also reduce damage dealt by the target by 50% (25% on player targetsup to 50%) and healing done by the target by 10% for 6 sec after thetheir effect fades. Rogue - LvL 30 Talent.

Hex Transforms the enemy into a frog. While hexed, the target is incapacitated and cannot attack or cast spells. Damage caused may interrupt the effect. Lasts 60 sec. Only one target can be hexed at a time. Only works on Humanoids and Beasts. 3.5% of Base Mana. 30 yd range. 1.7 sec cast. 45 sec cooldown.

Echo of the Elements (Elemental)Your spells and abilities have a chance to trigger Echo of the Elements. Echo of the Elements causes your next Lava Burst, Frost Shock, or Earthquake to not incur its cooldown.Your spells and abilities have a chance to cause your next Lava Burst or Frost Shock not to incur its cooldown.

Echo of the Elements (Enhancement)Your spells and abilities have a chance to trigger Echo of the Elements. Echo of the Elements causes your next Lava Lash, Stormstrike, Frost Shock, or Fire Nova to not incur its cooldown.Your spells and abilities have a chance to cause your next Lava Lash, Stormstrike, Frost Shock, or Fire Nova not to incur its cooldown.

Echo of the Elements (Restoration)Your spells and abilities have a chance to trigger Echo of the Elements. Echo of the Elements causes your next Riptide, Healing Rain, Purify Spirit to not incur its cooldown.Your spells and abilities have a chance to cause your next Riptide, Healing Rain, or Purify Spirit not to incur its cooldown.

Seduction Seduces the target, preventing all actionsdisorienting them for up to 30 sec. Any damage caused will remove the effect. Only works against Humanoids. Auto-Cast: Cast upon targets who attack, stun, silence or fear their master. (Right-Click to toggle) Special Ability. 20 Energy. 30 yd range. 30 sec cast (Channeled). 30 sec cooldown.

Bladestorm (Arms, Protection)You become a whirling storm of destructive force, striking all targets within 8 yards for $168,969sw2 Physical damage every 1 sec for 6 sec. During a Bladestorm, you can continue to dodge, block, and parry, and are immune to movement impairing and loss of control effects. However, you can only use your Taunt, Demoralizing Shout, Enraged Regeneration, Shield Wall, and Last Stand abilities.Become an unstoppable storm of destructive force, striking all targets within 8 yards for $168,969sw2 Physical damage every 1 sec for 6 sec. You are immune to movement impairing and loss of control effects, but can only use Taunt and other defensive abilities.

Bladestorm (Fury)You become a whirling storm of destructive force, striking all targets within 8 yards for $50,622sw2 Physical damage with your main-hand and $95,738sw2 Physical damage with your off-hand every 1 sec for 6 sec. During a Bladestorm, you can continue to dodge, block, and parry, and are immune to movement impairing and loss of control effects. However, you can only use your Taunt, Demoralizing Shout, Enraged Regeneration, Shield Wall, and Last Stand abilities.Become an unstoppable storm of destructive force, striking all targets within 8 yards for $50,622sw2 Physical damage with your main-hand and $95,738sw2 Physical damage with your off-hand every 1 sec for 6 sec. You are immune to movement impairing and loss of control effects, but can only use Taunt and other defensive abilities.

Apocalypse A meteor is falling from the twisting nether. When it lands all active pets will die. This effect cannot be removed. Cockroaches and Beetles always survive this attack. Critter. 200% Accuracy.

Apocalypse (TEST) (New)Apocalypse (TEST)A meteor is falling from the twisting nether. When it lands all active pets will die. This effect cannot be removed. Cockroaches and Beetles always survive this attack. Critter. 200% Accuracy.

Apocalypse (TEST) (New)Apocalypse (TEST)A meteor is falling from the twisting nether. When it lands all active pets will die. This effect cannot be removed. Cockroaches and Beetles always survive this attack. Critter. 200% Accuracy.

All specializations now receive New passive abilities granting a 5% bonus to specific secondary stat bonuses received from all sources. This bonus is granted through new passive abilities or additional effects added to existing passive abilities. equipped items have been added for all specializations.

Divine Star now has a 1.5-second cast time (up from instant cast), but can be cast while moving.

Tank Vengeance, Resolve, and PvPTanks in PvP
Finally, we have the topic of tanks in PvP. Apart from a few niche cases like flag carrying; tanks have been intentionally non-viable in serious PvP for several expansions now. The reason for this was simple: fighting against tanks was very frustrating, not fun. They were near-invincible, had numerous CC abilities (primary stuns), but did little enough damage to not be able to kill you (in most cases, anyway). By excluding them from PvP, we preserved the enjoyment of the rest of the playerbase. However, that has the obvious downside that people who prefer to play tanks are excluded from doing so in PvP.

We decided that we could do better, and satisfy everyone involved. Our other changes to tanks in Warlords of Draenor got us most of the way there. Tanks’ damage will already be tuned to be somewhat weaker than damage dealers, but not trivial. We’ve already removed the additional CC that they had during the CC Disarmament and Ability Pruning. All that remains that makes them frustrating to fight against is their invincibility. So, we’re causing tanks to take increased damage in PvP, so that the net result is that they both deal and take somewhat less damage than damage dealers.

Tanks now take 25% additional damage while engaged in PvP combat.

Self-Sustainability

Shaman

Elemental Focus now also triggers any time the Shaman lands a killing blow.

Healing Surge now heals for 100% more when cast on self for Elemental Shaman.

Resurrection Mana Costs (Section Removed)We reduced the mana cost of all Resurrection spells to 4% of base mana, so that mana isn't an inhibitor on the Raid or Party's ability to recover from a wipe. Cast time already functions as the primary cost of these spells. Note that Priests' Resurrection spell was already at 4% of base mana, so it remains unchanged.

Stellar Flare is a powerful spell benefitting from both Lunar and Solar Eclipse, dealing the most damage when they are equal. Burns the target for Spellstorm damage and cause additional damage over 15 seconds. The ability has a cast time of 1.5 seconds.

HunterAbility Pruning

Serpent Sting now causes Multi-Shot and Arcane Shot to also apply a Serpent Sting poison dealing instant and periodic damage. Each time it deals damage, the Hunter receives 3 Focus; this effect cannot occur more than once every 3 seconds.

Marksmanship Changes
One of our new secondary stats is Multistrike, which is strikingly similar to Wild Quiver for Marksmanship Hunters. In order to solve this, we replaced Wild Quiver with a new Mastery: Sniper Training. Marksmanship Hunters that favored Mastery before will want to favor Multistrike for a similar feel. For their new Mastery, we wanted to add some depth to their moment-to-moment gameplay, and compliment Critical Strike. In order to do that, we brought back the concept of Sniper Training.

Finally, we added an interaction between Careful Aim and Rapid Fire (and indirectly Aimed Shot through a Draenor Perk), so as to add a bit more depth to their gameplay.

Sniper Training is a new Mastery for Marksmanship Hunters, replacing Wild Quiver.

Sniper Training activates when the Hunter stands still for 3 seconds, giving them the Sniper Training effect for 6 seconds, increasing damage, shot range, and critical strike damage by 4% (increased by Mastery).

Survival Changes
Apart from rotational changes through Ability Pruning, changes for Survival Hunters mostly center on Lock and Load. We changed how Lock and Load is triggered to increase the value of Multistrike, provide gameplay depth and the ability to pool damage more.

Black Arrow now deals 60% more damage, inflicts Shadow damage every 3 seconds (up from every 2 seconds), has a duration of 18 seconds (down from 20 seconds), and triggers Lock and Load on Multistrike hits.

Lock and Load now causes the next Explosive Shot to not trigger its cooldown, but no longer causes it to be free or reset the ability's current cooldown. This effect can stack up to 5 times.

MageAbility Consolidation and Refinement

Ice Floes no longer has a restriction on base cast or channel times for spells (formerly only worked on spells with a base cast or channel time of less than 4 seconds).

Frost ChangesIce Lance’s non-frozen damage was doubled to make up for no longer having access to Fire Blast and reducing redundancy in the process. We also changed Brain Freeze effect, in order to give Frost mages another cast-time spell in their rotation.

The Brain Freeze effect now increases Frostfire Bolt damage by 25%, and can now stack up to 2 times instead of making Frostfire Bolt instant. It also no longer triggers from the Bomb Talents, and instead has a 10% chance to trigger from Frostbolt casts. Each Multistrike of Frostbolt increases that cast's chance by an additional 45%. (Total of 100% on double-Multistrikes).

Ice Lance’s base damage has been increased by 100%, but its damage multiplier against frozen targets has been reduced by 50%.

Jade Mist is a new passive ability for Mistweaver Monks, causing them to gain 5% more of the Multistrike stat from all sources, and also causes Renewing Mist and Rising Sun Kick to have a chance equal to Multistrike chance to not go on cooldown when used. This effect cannot trigger on the next Renewing Mist or Rising Sun Kick.

Stance of the Spirited Crane is a new ability for Mistweaver Monks, which replaces Stance of the Fierce Tiger, and provides the following effects.

The Monk's Attack Power is equal to 100% of their Spell Power, and they no longer benefit from other sources of Attack Power.

RogueSubtlety ChangesHonor Among Thieves is an extremely powerful ability, but has the downside that it adds significant disparity between character power while soloing and while in a group. We made this change to bring up the soloing Subtlety Rogue, without having a significant impact on their performance while in a group. The passive ability Sinister Calling also received significant change to better balance scaling rates, the value of secondary stats, improve Multistrike for them, and add rotational depth. The power of their Sinister Calling passive ability has also been reduced, in order to better balance the scaling rates and value of secondary stats for Subtlety.

Sinister Calling now increases Agility by 15% (down from 30%), and the amount of Multistrike bonus received from all sources by 5% (in order to act as Subtlety’s Secondary Stat Attunement). And finally, when the rogue Multistrikes with Backstab or Ambush, they also twist the blade, causing all Bleed effects to instantly tick an additional time.

Elemental Overload and Elemental Discharge
One of the new secondary stats Multistrike, functions very similarly to Elemental Overload. We wanted to keep Mastery and Multistrike feeling distinct, but also know how iconic and important Elemental Overload is for Elemental Shaman. So, we decided to merge the two together with Multistrike driving Elemental Overload, and give the Elemental specialization a new Mastery. For the new Mastery, we wanted to strengthen the Elemental Shaman’s connection to earth energies, and added damage that continues while the Shaman is moving. The summary of all this is that if you liked Mastery before, favor Multistrike instead for the same effect. Or try out the new Mastery: Molten Earth.

Elemental Overload is now a regular passive ability and is no longer increased by Mastery. It grants 35% increased Multistrike damage and healing, and an additional 20% to Multistrike chance. It also increases the amount of the Multistrike stat gains from all sources by 5%, serving as Elemental’s Secondary Stat attunement.

Molten Earth is a new Mastery for Elemental Shaman.

Molten Earth causes the Shaman’s damaging spells to incite the earth around to come to their aid for 6 seconds, repeatedly dealing Fire damage to their most recently attacked target.

Affliction Changes
For Affliction, we're happy with their rotation. But, Drain Soul was causing them to be too strong in situations where they had a steady supply of small creatures to kill. We reduced the effectiveness of its on-kill effect in order to solve this. Additionally, Soul Swap was changed to cost 1 Soul Shard to push it into its intended role of being a more expensive but faster method of applying your periodic damage effects, and better balance it against Haunt.

Movement Abilities
We've reduced the ability for ranged damage dealers to deal damage while moving in Warlords. Kil'jaeden's Cunning became a problematic talent because its mobility made Warlocks much stronger compared to other casters. We redesigned how the ability works to be more powerful in bursts instead of always affecting only some spells. After experimenting with the removal of Fel Flame in an earlier build, we brought the ability back, but reduced its effectiveness.

Kil’jaeden’s Cunning has been redesigned. Kil'jaeden's Cunning calls upon the cunning of Kil'jaeden to permit movement while casting Warlock spells. This spell may be cast while casting other spells and lasts 8 seconds with a 1-minute cooldown.

Talent Changes
A few Warrior talents also were in need of revision. First, Second Wind was problematic; it was sometimes too weak, and sometimes too strong. We chose to change it from a passive health regeneration effect to the new Leech effect, so that low-health Warriors have to maintain combat in order to benefit, instead of kiting, hiding, or otherwise playing defensively. Enraged Regeneration was changed to account for the removal of Enrage from Arms.

The level-45 talent row was removed for crowd-control disarmament reasons, and also wanted to allow you to choose more rotational complexity through talents. We replaced the row with new talents, many of which are specialization-specific, giving you a variety of playstyle choices for your Warrior.

For the level-60 and level-90 Talent rows, certain combinations were proving problematic. We decided that Stormbolt would better compete with Shockwave and Dragon Roar, and that Bladestorm would better compete with Avatar and Bloodbath, so swapped Stormbolt and Bladestorm positions. We also adjusted the effects of a few talents in order to make them more competitive with the talents on their row.

Enraged Regeneration now heals for 100% more but the amount healed is no longer increased by being Enraged.

Staggering Shout has been removed and replaced with 3 new talents that vary by specialization.

Protection: Unyielding Strikes: Devastate reduces the cost of Heroic Strike by 6 Rage for 6 seconds, stacking up to 5 times. Once this effect reaches 5 applications, its duration will no longer refresh.

Fury Changes
Fury Warriors received a few additional changes. In particular, Heroic Strike has been removed for Fury Warriors, and modified Wild Strike to fill the role of quick excess Rage dump. We also made a revision to the Critical Strike chance of Bloodthirst to make them less crit-dependant. A new glyph has been added which gives Fury Warriors a choice for a notably different playstyle. Auto attack damage had become too high, so we also moved some damage from that into Execute (which has been changed to deal damage based on Weapon Damage, instead of just Attack Power). Plus, we've updated some to spell alerts to improve usability.

Bloodsurge’s effects have been merged into baseline Bloodthirst and no longer reduce Wild Strike’s global cooldown. Its spell alert has moved to the top slot instead of the left and right slots.

Am I the only one who cared shit about these patch notes but got really astonished about the new orc skeleton model?

I was wondering whether they would update the skeletons models or not. Hope this is not just some undead npc (which would also be pretty cool).

Besides, anyone else thinks that DK set would look amazing on warriors? They don't have any trade mark feature from DK sets apart from those tiny tiny skulls on the shoulders (I didn't even notice them the first time I saw the pictures). In the overall design, the look really "gladiator" style - make a generic one for warriors please!

WHY remove hibernate? It's one of the must fun and tactical CCs in PvP.

God, it looks like the PvP in WoD will more or less be like PvE. Just stand blindly and DPS each other, with your set of DPS abilities.

All those fun unique spells and CCs beyond the basic DPS spells, are the ones making PvP PvP. And they remove all of them.

And currently PVP blows because of all those as you say "fun unique spells and CC's".. It is all the CCing that makes PVP a pain in the ass where you are pretty much CCed into the ground and this is what turns off most people from doing PVP..

Wowee. Those shadow priest slams. No more mind controlling people off cliffs and psychic horror is now akin to repentance?
Good thing I already ditched my priest for my druid. Theres no way I'm playing the lowest DPS class now that all the utility (which was the reason for our abysmal damage) is gone AND the iconic mind control.

Tbh the expansion is looking pretty decent on all fronts except a major one: class design. I've never seen it going so bad so quickly, not even during ghostcrawler's era.

I never thought I'd say this but, with the way things are going now, I actually miss Ghostcrawler at this point. Even when I didn't agree with his decisions, I could at least understand his reasoning behind them. I can't say the same about whoever is running the show now.

Entangling roots, Hurricane, Moonfire and Rejuv are no longer spec-specific

And there was much rejoicing! I logged on to the beta last night and saw that I had Rejuv and Moonfire, and you really have no idea how happy that made me. Now, if we could just get back a few more cat abilities, like maybe Rip...

tbh i didnt use that much,But to put to choose now between howl,coil and shadowfury is just plain depressing.WTF are u doing blizzard!!!!!!!!
U are making classes basicly not have more then 3 cc's or something.
WTF u have to always do complete overhaul of all classes in every damn expansion??
BLEH

I never thought I'd say this but, with the way things are going now, I actually miss Ghostcrawler at this point. Even when I didn't agree with his decisions, I could at least understand his reasoning behind them. I can't say the same about whoever is running the show now.